Class - Warrior
The Warrior is a Master of martial weapon combat and has dedicated his life to perfecting his abilities with his arsenal.
General Info
Stamina
A Warrior's primary resource is his stamina. Its maximum value equals the character's Stamina Value, and its regeneration per turn is based on the character's Stamina Modifier. A warrior will always start an encounter with full Stamina unless he is currently exhausted for some reason (like continuous dashing to keep up with a runner, just recently having battled, etc.).
Weapon skills
By default, a Warrior is skilled in using Dagers, Shortswords, Longswords, Shortbows and any shield. He can learn additional Weapon skills by an amount equal to his permanent Intelligence Modifier (but never less than 5). Permanent means the Modifier before any temporary buffs or debuffs like Bardic Inspiration and Adventure Experience Boosts are applied.
Maneuvers
A warrior can use his stamina to cast various abilities, and he is called a maneuvers. With certain level-ups, he gains the ability to learn more maneuvers, which he will have to choose from the list below. Certain Maneuvers are only available from a certain level.
Name | Cost | Level | Description | Action-Type |
---|---|---|---|---|
...And again! | 15+ Stamina | 1 | Use up a certain amount of your stamina to instantly gain another Action. This can be used instantly during your turn at any point. The cost of this skill will double with each continuous use during the same turn. | Instant |
Riposte | 5 Stamina | 1 | Prevent Damage from one Melee Attack and deal 1d4 Physical Damage of your Weapons damage type in response | Preparation |
Bolstering | 3+ Stamina | 1 | For each 3 Stamina spent, increase your defensive value by +1 when in tanking stance until the start of your next turn. | Action / Bonus-Action |
Twist the Blade | 4 Stamina | 1 | Requires Melee Weapon that deals Piercing Damage.
Attack like normal with your Weapon and additionally on hit apply 2 stacks of bleeding to the target. |
Action |
Dazing strike | 4 Stamina | 1 | Requires Melee Weapon that deals Striking Damage.
Attack like normal with your Weapon and additionally on hit apply the dizzy effect to the target for 1 turn unless they succeed a Constitution 14 check |
Action |
Disarm | 4 Stamina | 1 | Requires Melee Weapon that deals Slicing Damage.
Attempt to disarm your target. They must succeed a Agility 13 check or drop their weapon 2 meters away from them. |
Action |
Cleave | 9 Stamina | 5 | Requires Melee Weapon that deals Striking or Slicing Damage.
Attack like normal with your Weapon, except hitting up to 3 targets at once within range of you. They must all be in front of you. |
Action |
Tactical Switch | 5 Stamina | 5 | Switch your position with an ally within melee range of you. Can also be used during your Preparation to prevent an ally getting hit by becoming the target of the attack instead. | Action / Preparation |
Shieldbash | 4 Stamina | 5 | Requires any shield.
Attempt to hit an enemy with your shield, potentially knocking them 1 meter backward and prone. Both you and your target must make a d20 roll and add their Strength Modifier to it; if your result is higher, the target will be knocked back and put prone. |
Action |
Sweep the leg | 5 Stamina | 5 | Attempt to sweep the legs of your target. Requires the target to stand on two or less legs, and is not flying. Both you and your target must make a d20 roll and add their Strength Modifier to it; if your result is higher, the target will be put prone. | Action |
Sentinel Mode | 5 Stamina | 5 | If an enemy within your melee range tries to move away from you, you can attempt to hit him with a normal Attack Action. On hit, the target will not be able to move for the rest of its turn. | Preparation |
Taunt | 8 Stamina | 11 | Attempt to taunt all enemies that can hear you. Every enemy that fails a Charisma 14 check will be taunted by you for 2 turns. | Action |
Rallying cry | 12 Stamina | 11 | Every ally that can hear you can add 1d6 to their hit checks for 3 turns. | Action |
Powering up | 3+ Stamina | 11 | During your next turn, all attacks will deal +1 extra damage per 3 Stamina spent to power up during your Preparation. Using this Manouver must be announced at the beginning of the Preparation. | Preparation |
Leveling
The Warrior will passively gain more Stamina than other classes and unlocks more maneuvers and other features.
Level | Features | Manouvers
Known |
Bonus
Stamina |
---|---|---|---|
1 | First Subclass | - | 1 |
2 | 1 | 1 | |
3 | 2 | 2 | |
4 | Advanced Group Tactics | 2 | 2 |
5 | 3 | 3 | |
6 | Subclass Feature 2 | 3 | 3 |
7 | Analyze Weaknesses | 3 | 4 |
8 | 4 | 4 | |
9 | Dazzing Headbutt | 4 | 5 |
10 | Action Cast | 4 | 5 |
11 | 5 | 6 | |
12 | Subclass Feature 3 | 5 | 6 |
13 | Familiar Blade | 5 | 7 |
14 | 6 | 7 | |
15 | Always Alert | 6 | 8 |
16 | Subclass Feature 4 | 6 | 8 |
17 | 7 | 9 | |
18 | Menacing Attire | 7 | 9 |
19 | Mastery of Armory | 7 | 10 |
20 | Mightbound | 8 | 10 |
21 | 9 | 11 | |
22 | Action Switch | 10 | 12 |
23 | 11 | 13 | |
24 | 12 | 14 | |
25 | Ultra Instinct | 13 | 15 |
Class Features
Feature | Description |
---|---|
Advanced Group Tactics | When an ally is within 1 meter of your target, you can add +2 to your hit check. |
Analyze Weaknesses | Use an Action to glean into all the weaknesses of your target and learn about its defensive capabilities. You will learn if the targets defensive value is higher or lower compared to your own. Additionally, you will learn of any weakness the target may have. |
Dazzing Headbutt | After a successful attack, you can attempt to headbutt your enemy to interrupt his Preparation. If the enemy fails a Constitution 12 check he will lose his Preparation until his next turn. Every time the warrior uses this ability, he must succeed in a Constitution 8 check or become dizzy for one turn. This check will increase in difficulty by +1 each time he uses it during an encounter and will reset after the battle. |
Action Cast | Allows you once per encounter to instantly gain another turn. Can be used at any point during your Preparation. The normal turn order will continue afterwards from the character you interrupted. |
Familiar Blade | When using your weapon for two days or longer without switching, you become extra familiar with it. It gains a bonus equal to a +2 enchantment until you switch the weapon again. While familiar with a weapon, you can not be disarmed. |
Always Alert | Bonus to initiative and unsuprisable. |
Menacing Attire | While the warrior wears metal armor, his Intimidation Modifier is increased by +3. |
Mastery of Armory | Every hit check you make gains +2 and every attack roll gains +2. Also permanently gain +2 Defensive value. |
Mightbound | The warrior can no longer improve his class level unless he has at least 50 Strength or 60 Stamina and has completed at least one heroic feat that is recognized by the Xeragar. Fullfilling both requirements will grant the warrior the title "Champion" |
Action Switch | Enhances your "Action Cast" to now steal the Action of the character you are interrupting. The turn of the character interrupted will be skipped after your turn. |
Ultra Instinct | Action Switch can now be used twice per encounter. |
Subclasses
Barbarian
Barbarians are savage Attackers that sacrifice the protection of their armor for more brutal attacks.
Feature # | Trait | Description |
---|---|---|
1 | Rage Bait | Every time you take damage, restore 4 stamina. |
2 | Unhinged Strikes | When wearing cloth armor or less, you can reroll any damage dice up to an amount of times equal to your Willpower Modifier per turn. |
3 | Ignore Pain | When wearing cloth armor or less, gain resistance to physical damage. |
4 | Adrenaline Overflow | When wearing cloth armor or less, when you reach zero hitpoints you will not faint until the end of your next turn. |
Paladin
Follows an oath that blesses him with divine guidance.
Feature # | Trait | Description |
---|---|---|
1 | Divine Smite | Each Attack-Action can be followed by an additional Smite of 1d4 Solar Damage for 1 Stamina each. |
2 | Divine Guardian | When used, You and all allies within 4 meters of you will gain a +2 bonus to their defensive value and resist checks for 10 Minutes. This can be used once per day. |
3 | Lay on Hands | Once per day, you can restore the hit points of a creature you can touch by an amount equal to your Wisdom Value. This requires one Action. |
4 | Divine Absorption | Every time you deal Solar Damage to a hostile creature, you restore hit points equal to that damage. |
Xeragar's Blade
Description
Feature # | Trait | Description |
---|---|---|
1 | A thrown weapon can be returned to you magically at will. | |
2 | ||
3 | ||
4 |
Xeragar's Shield
Description
Feature # | Trait | Description |
---|---|---|
1 | ||
2 | ||
3 | ||
4 |